FX Class: Whoosh

Interactive example


Overview

The Whoosh effect combines white noise with a low-pass filter. The wet property controls the loudness of the effect with values between 0 and 1. The frequency property controls the integrated low-pass filter's frequency.

One whoosh instance allocates around 4 kb memory.


Implementation example

The whoosh is is an FX class, it expects both an input and output buffer. The process() method should be called on every loop of the audio processing block.

class SuperpoweredWhooshProcessor extends SuperpoweredWebAudio.AudioWorkletProcessor {
// Called when the AudioWorklet is ready to start processing audio
onReady() {
this.whoosh = new this.Superpowered.Whoosh(
44100 // The initial sample rate in Hz.
);
this.whoosh.enabled = true;
}
// Runs before the node is destroyed.
// Clean up memory and objects here (such as free allocated linear memory or destruct Superpowered objects).
onDestruct() {
this.whoosh.destruct();
}
// The shape of the message we pass from our main thread is up to you
onMessageFromMainScope(message) {
// Here is an example of how to apply changes to the Three Band EQ instance
if (typeof message.bpm !== 'undefined') this.whoosh.bits = message.bpm;
if (typeof message.beats !== 'undefined') this.whoosh.beats = message.beats;
if (typeof message.wet !== 'undefined') this.whoosh.wet = message.wet;
}
// This is the process loop which is passed pointers to buffers
// from the WebAudio API (inputBuffer and outputBuffer), with the buffersize (128 samples when running as a native AudioWorklet)
processAudio(inputBuffer, outputBuffer, buffersize) {
// Ensure the samplerate is in sync on every audio processing callback
this.whoosh.samplerate = this.samplerate;
// Render the output buffers
if (!this.whoosh.process(inputBuffer.pointer, outputBuffer.pointer, buffersize)) {
for (let n = 0; n < buffersize * 2 ; n++) outputBuffer.array[n] = inputBuffer.array[n];
}
}
}
#include "SuperpoweredWhoosh.h"
void initWhooshEffect() {
const unsigned int sampleRate = 44100;
whoosh = new Superpowered::Whoosh(sampleRate);
whoosh->enabled = true;
}
void configureWhooshEffect() {
whoosh->wet = 0.5;
whoosh->frequency = 5000;
}
void processAudio(float *interleavedInput, float *interleavedOutput, unsigned int numberOfFrames, unsigned int samplerate) {
// Ensure the samplerate is in sync on every audio processing callback
whoosh->samplerate = samplerate;
// Render the output buffers
bool outputChanged = whoosh->process(interleavedInput, interleavedOutput, numberOfFrames);
...
}

Properties

frequency

PROPERTY
Low-pass filter frequency Hz.
TypeMinMaxDefault
Number
2020000500

frequency

PROPERTY
Low-pass filter frequency Hz.
TypeMinMaxDefault
float
2020000500

wet

PROPERTY
White noise signal volume.
TypeMinMaxDefault
Number
010.4

wet

PROPERTY
White noise signal volume.
TypeMinMaxDefault
float
010.4
Inherited from FX Class

enabled

PROPERTY
Turns the effect on/off. The actual switch will happen on the next process() call for smooth, audio-artifact free operation.
TypeMinMaxDefault
Boolean
false

enabled

PROPERTY
Turns the effect on/off. The actual switch will happen on the next process() call for smooth, audio-artifact free operation.
TypeMinMaxDefault
bool
false

samplerate

PROPERTY
The sample rate of the audio context, you must update if it changes.
TypeMinMaxDefault
Number

samplerate

PROPERTY
The sample rate of the audio context, you must update if it changes.
TypeMinMaxDefault
unsigned int

Methods

  • constructor

    METHOD
    Creates a Whoosh instance.
    Parameters
    NameTypeDescription
    samplerateNumberThe initial sample rate in Hz.
    Returns
    TypeDescription
    Superpowered.WhooshThe constructed instance.
  • constructor

    METHOD
    Creates a Whoosh instance.
    Parameters
    NameTypeDefaultDescription
    samplerateunsigned intThe initial sample rate in Hz.
    Returns
    TypeDescription
    Superpowered::WhooshThe constructed instance.
Inherited from FX Class
  • destruct

    METHOD
    Destructor to free Linear Memory.
    Parameters
    None
    Returns
    None
  • process

    METHOD
    Processes/renders the audio. Always call it in the audio processing callback, regardless if the effect is enabled or not for smooth, audio-artifact free operation. It's never blocking for real-time usage.
    Parameters
    NameTypeDescription
    inputNumber (pointer in Linear Memory)32-bit interleaved stereo input.
    outputNumber (pointer in Linear Memory)32-bit interleaved stereo output.
    numberOfFramesNumberNumber of frames to process. Recommendations for best performance: multiply of 4, minimum 64.
    Returns
    TypeDescription
    BooleanIf process() returns with true, the contents of output are replaced with the audio output. If process() returns with false, it indicates silence. The contents of output are not changed in this case (not overwritten with zeros).
  • process

    METHOD
    Processes/renders the audio. Always call it in the audio processing callback, regardless if the effect is enabled or not for smooth, audio-artifact free operation. It's never blocking for real-time usage. You can change all effect properties on any thread, concurrently with process().
    Parameters
    NameTypeDefaultDescription
    inputfloat *32-bit interleaved stereo input.
    outputfloat *32-bit interleaved stereo output.
    numberOfFramesunsigned intNumber of frames to process. Recommendations for best performance: multiply of 4, minimum 64.
    Returns
    TypeDescription
    boolIf process() returns with true, the contents of output are replaced with the audio output. If process() returns with false, it indicates silence. The contents of output are not changed in this case (not overwritten with zeros).

v2.7.2